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remove hack_texrect_shade_alpha
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@ -228,7 +228,6 @@ struct Config
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#define hack_blurPauseScreen (1<<2) //Game copies frame buffer to depth buffer area, CPU blurs it. That image is used as background for pause screen.
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#define hack_clearAloneDepthBuffer (1<<3) //Force clear depth buffer if there is no frame buffer for it. Multiplayer in GE and PD.
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#define hack_StarCraftBackgrounds (1<<4) //StarCraft special check for frame buffer usage.
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#define hack_texrect_shade_alpha (1<<5) //Set vertex alpha to 1 when texrect alpha combiner uses shade. Pokemon Stadium 2
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#define hack_subscreen (1<<6) //Fix subscreen delay in Zelda OOT and Doubutsu no Mori
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#define hack_blastCorps (1<<7) //Blast Corps black polygons
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#define hack_rectDepthBufferCopyPD (1<<8) //Copy depth buffer only when game need it. Optimized for PD
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@ -305,9 +305,6 @@ void RSP_Init()
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config.generalEmulation.hacks |= hack_clearAloneDepthBuffer;
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else if (strstr(RSP.romname, (const char *)"STARCRAFT 64") != nullptr)
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config.generalEmulation.hacks |= hack_StarCraftBackgrounds;
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else if (strstr(RSP.romname, (const char *)"POKEMON STADIUM 2") != nullptr ||
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strstr(RSP.romname, (const char *)"Bottom of the 9th") != nullptr)
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config.generalEmulation.hacks |= hack_texrect_shade_alpha;
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else if (strstr(RSP.romname, (const char *)"THE LEGEND OF ZELDA") != nullptr ||
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strstr(RSP.romname, (const char *)"ZELDA MASTER QUEST") != nullptr)
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config.generalEmulation.hacks |= hack_subscreen | hack_ZeldaMonochrome;
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@ -863,13 +863,6 @@ void gDPTextureRectangle(f32 ulx, f32 uly, f32 lrx, f32 lry, s32 tile, s16 s, s1
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if (s == 0x4000 && (gDP.colorImage.width + gSP.textureTile[0]->uls < 512))
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s = 0;
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gDP.rectColor = gDPInfo::Color();
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if (gDP.otherMode.cycleType < G_CYC_COPY) {
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if ((config.generalEmulation.hacks & hack_texrect_shade_alpha) != 0 &&
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gDP.combine.mA0 == G_ACMUX_0 && gDP.combine.aA0 == G_ACMUX_SHADE)
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gDP.rectColor.a = 1.0f;
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}
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GraphicsDrawer & drawer = dwnd().getDrawer();
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GraphicsDrawer::TexturedRectParams params(ulx, uly, lrx, lry, dsdx, dtdy, s, t,
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flip, false, true, frameBufferList().getCurrent());
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